Does anyone feel or think that it would be good to have more than 18 units? I can squeeze 3 to 4 games depending on missions but I could easily handle more campaign games at the same time. Also observing the campaign map there is evidence of multiple attacks by the majority of active players. 26 or more units, a good or bad idea?
We have started from 10 with a balancing possibility to have 18 units. Then we had unlimited attack possibilities with the unlimited game possibilities. Now we have immediate respawn of dead units. Previously it was 1 unit/day. If we add +10 units to the system we can have +1 more game. Currently I have 10 concurrent games, so I could use 80 campaign units. If you raise the unit limit to 36, it is great for the small factions and populated factions. Everybody will play every game they can access. If I raise the limit to 120, I can play every game parallel. We can turn our current map from less action to full action. It will be hard to attack a sector as all sectors will be fighting. What is the goal of a campaign? All possible battles played or just a few battles played around the faction borders? We should not have this problem with +20 active campaign players.
I know Jez for example dislikes the idea of playing games under any title which does not count into the league points. I partly agree with him. We should keep campaign as it is now to attract new players as well as beign seriously taken by veterans.
Another thing is the versatile credit allocation. Currently it is easy to get extra credit by loosing a game. I would change the rules to get extra credit only if you win the game. Then you could purchase an extra unit 1 after each win in addition to the 18 units avalable for anyone. Whenever the extra unit dies, you have to pay the revival fee otherwise you can say goodbye to the extra unit. We can set a minimum credit amount which you always get in case of a win. Even when you have spent all your credits. We can figure out other rules to avoid inbalance between players who have possibility for easy money and others who have possibility for hard-earned money only.
For the leauge issue I suggest to introduce a league and non-league attack type. Players cannot acquire undefended sectors with non-league attack. If you want to grab a sector, use league attack or have luck with someone accepting your non-league attack. You can get the sector by winning the game. Maybe we can say one have to win the battle twice to get the sector for free. For example automatically generate two games for a non-league attack.
I really like your ideas. Far more sophisticated than my suggestion. The league/non league attack concept could make the campaign much more interesting. Is your idea something that Steve can implement without a huge complicated work load? If he rejects your ideas only on that basis I would still like more troops for a simple short term soloution. But if he can spare the time and likes your ideas too, I would love to try it. The campaign as it is needs improving. I would not like to go back to earlier manifestations and the current camoaign operation feels half developed. Even winning the campaign is less satisfying than it should be.
For me, although Hokunda's suggestions are interesting, they would make the game too complex unnecessarily IMO, especially for newer players. I believe it would just be a hard core left playing the campaign map if you introduce too many rules.
Add a few more units - fine. Even an option to 'purchase' a unit. But the rest leaves me feeling dizzy.
I can feel the old elbow in the ribs! I've just increased the number of campaign units to 28, to see how that goes. Like Xeno says, I think Hokunda's suggestions are good but a bit complicated for now. Note that I've only changed the absolute maximum; the actual number of campaign units is determined by how many people in your faction. Let me know how this goes.
I see no reason for you guys to drop numbers. Currently I have 22 units. I thought it was higher earlier in the campaign but I might be mistaken. Steve, can you bring us all up to 28 units please?
I see there is a formula for calculating squad size, it's on the campaign squad page - maybe this info is out of date though? Since Steve increased the squad sizes. If it's not out of date, then it does explain why I have 15 soldiers. I was on 20 previously, as Marsec have 3 players. The calculation for determining the number of units in your squad is "(#players in the biggest faction" * 15) / "#players in your faction"
Posted by Henry's Cat 8 years ago [Login to reply]
Could be. For me the calculation doesn't work well because it doesn't factor in slow or dormant players. I would like all factions to get an equal number of units and players assigned to each faction in turn. Each player should be given 30 units as standard. There's enough campaign activity to justify it.
Not really because if you have two players with 30 men each in a faction and four players with 30 men each in another faction then that's a difference of 60 units between those two factions!
My original idea is that each faction should have players allocated singly in turn so a 2 member faction would never face a 4 member one. The only risk is that you may have a faction with one less member than the rest because it is waiting their new player. With the mixture of ability and mix of faster and slow turn players it should even out. The worse it could be is a faction waiting it's new player is to be be 30 units behind.
Yes, providing the numbers were equal, or at least a strong attempt to always to make them equal as far as possible.
And perhaps if a faction had a player who was slow or did not play too often, then maybe the other players could use utilise his units if necessary. For instance, a player won't be able to play for a two week period, he makes his units available to be accessed by his faction but only when a person has used up all of their units first can they access them.
The troop release idea is good and interesting but not really needed with my idea. (I'm thinking Steve would not be keen on extra duties or complicated management) The factions would get their new player in rotation. The peroid waiting to become equal with all other factions would be short, especially in the early stages of the campaign. If there was a faction 1 player short for a very long peroid and complaints made I'm sure a compensation measure could be made. Maybe Steve or someobe else could act as a sub player if this situation got out of hand?
We have 11 players currently in the campaign. 3 factions have 3 players each and 1 faction has 2 players. So this is where a sub player (Steve) could play until a new player wanted to join. I'll back off on my idea if no one is interested. It's just I can see a way where you can increase the number of units and maintain a reasonable level of fairness. 15 units feels a bit pathetic. I want to play lots of games and FoN and co are now heavily compromised.
I've just tweaked it. All players will now have a minimum of 25 units, and the formula is still the same, so players in factions with less players will get more units. Shall I make 30 the minimum?
Steve I have been enjoying having 37 units to work with. We just got a new Faction member and our maximum number has dropped to 25. Can the miminmum available units be raised for all factions into the 30 plus bracket please? Being able to play at least 4 fully manned campaign games simultaneously has been great. The Campaign is very lively and active, I am not short of willing opponents!
Hi Steve, last request. Can you raise the minimum level of units to 40 for all factions please? We were on 37 and it was working well. I really think the campaign can handle it. There are so many big missions that need the manpower and slow turn players become less of a fustration.